uniform float lerp;

varying vec4 vTexCoord;
varying vec4 vColour;

void main()
{
    // Our target keyframe is stored in gl_Normal
    vec3 lerpedPos = mix(gl_Vertex.xyz, gl_Normal, lerp);
    gl_Position = gl_ModelViewProjectionMatrix * vec4(lerpedPos, 1.0);
    
    vTexCoord = gl_MultiTexCoord0;
    vColour = gl_Color;
}